System and method for wireless gaming with location determination

ABSTRACT

In accordance with the teachings of the present invention, a system and method for wireless gaming with location determination are provided. In a particular embodiment of the present invention, the system includes a gaming server; a wireless network at least partially covering a property, the wireless network comprising a plurality of signal detection devices; and a gaming communication device operable to transmit and receive gaming information to and from the gaming server via the wireless network. A location of the gaming communication device on the property may be determined based upon a signal received by the plurality of signal detection devices from the gaming communication device. Based upon the location of the gaming communication device on the property, a predetermined functionality of the gaming communication device may be enabled.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application is a continuation of Ser. No. 12/197,809, filed on Aug.25, 2008, which is a continuation of U.S. application Ser. No.11/201,812, filed on Aug. 10, 2005, which claims priority to U.S.Provisional Application Ser. No. 60/697,861 filed Jul. 8, 2005, entitled“Enhanced Wireless Gaming System,” and to U.S. application Ser. No.11/063,311 filed on Feb. 21, 2005, entitled “System and Method forConvenience Gaming,” which is a continuation-in-part of U.S. applicationSer. No. 10/835,995 filed on Apr. 29, 2004, entitled “System and Methodfor Convenience Gaming,” which claims priority to U.S. ProvisionalApplication Ser. No. 60/547,507 filed on Feb. 25, 2004 and U.S.Provisional Application Ser. No. 60/549,187 filed on Mar. 1, 2004. Allof the above are hereby incorporated herein by reference.

TECHNICAL FIELD

The present invention relates generally to the field of gaming and, moreparticularly to a system and method for wireless gaming with locationdetermination.

BACKGROUND

The gaming industry allows people to participate ill a variety of gamingactivities within the limits of state and federal law. Possible gamingactivities include gambling, such as that provided by casinos.Casino-type gambling activities include, but are not limited to, slotmachines, table games, poker, keno, and other gaming activities thatallow for the placement of bets. Events also may be wagered on and mayinclude, for example, sporting events, such as horse or auto racing, andathletic competitions such as football, basketball, baseball, boxing,and golf. Gaming can also include non-wagering games and events, such aslottery contests. In a casino environment, the participation in suchgaming activities is generally limited by a participant's physicallocation. For example, participants in casino-type gambling activitiesmust be present at a gaming machine or at a gaming table within thecasino in order to place a bet. Similarly, people interested in wageringon sporting events or athletic competitions in a casino environment mustplace bets through a sports book that is located in the casino.

SUMMARY

In accordance with the teachings of the present invention, a system andmethod for wireless gaming with location determination are provided. Ina particular embodiment of the present invention, the system includes agaming server; a wireless network at least partially covering aproperty, the wireless network comprising a plurality of signaldetection devices; and a gaming communication device operable totransmit and receive gaming information to and from the gaming servervia the wireless network. A location of the gaming communication deviceon the property may be determined based upon a signal received by theplurality of signal detection devices from the gaming communicationdevice. Based upon the location of the gaming communication device onthe property, a predetermined functionality of the gaming communicationdevice may be enabled. In another embodiment, the method for wirelessgaming with location determination includes providing a wireless networkcomprising a plurality of signal detection devices, the wireless networkat least partially covering the property; receiving at the plurality ofsignal detection devices a signal from at least one wirelesscommunication device; determining a location of the at least onewireless communication device based upon the signal received by theplurality of signal detection devices; and enabling a predeterminedfunctionality of the wireless communication device based upon thelocation of the wireless communication device. A technical advantage ofparticular embodiments of the present invention may includes the abilityto enable or disable different functionalities of a wirelesscommunication device based upon the location of the device on aproperty. For example, the gambling functionality of the device may bedisabled when the device is 25 located in a hotel room at a casino, butenabled when the device is located in other parts of the casino.

Another technical advantage of particular embodiments of the presentinvention may include the ability to communicate different informationto the user of the wireless communication device based upon the locationof the device on a property. For example, a user may be sent a messagetailored to the user's location on property, such as information aboutevents occurring elsewhere on the property and directions to thoseevents.

Other technical advantages of the present invention may be readilyapparent to one skilled in the art from the following figures,descriptions, and claims. Moreover, while specific advantages have beenenumerated above, various embodiments may include all, some, or none ofthe enumerated advantages.

BRIEF DESCRIPTION OF THE DRAWINGS

For a more complete understanding of the present invention and forfurther features and advantages, reference is now made to the followingdescription, taken in conjunction with the accompanying drawings, inwhich:

FIG. 1 illustrates a gaming system according to an embodiment of thepresent invention;

FIG. 2 illustrates a wireless gaming system according to an embodimentof the present invention;

FIG. 3 is a block diagram of a gaming system illustrating various gamingactivities in accordance with an embodiment of the present invention;

FIG. 4 illustrates a wireless gaming system showing coverage areas inaccordance with an embodiment of the present invention;

FIG. 5 illustrates a wireless gaming system showing triangulationlocation determination in accordance with an embodiment of the presentinvention;

FIG. 6 illustrates a wireless gaming system having locationdetermination in accordance with an embodiment of present invention;

FIG. 7 illustrates a flowchart illustrating a method for wireless gaminghaving location determination in accordance with an embodiment of thepresent invention;

FIG. 8 is a flowchart depicting steps in a gaming method according to anembodiment of the present invention;

FIG. 9 depicts a wireless gaming system showing a communication path inaccordance with an embodiment of the present invention; and

FIG. 10 illustrates a ship-based gaming system in accordance with anembodiment of the present invention.

DETAILED DESCRIPTION OF EMBODIMENTS OF THE INVENTION

A distributed gaming system enables participants to engage in gamingactivities from remote and/or mobile locations. The possible gamingactivities include gambling, such as that provided by casinos. Gamblingactivities may include 5 any casino-type gambling activities including,but not limited to, slot machines, video poker, table games (e.g.,craps, roulette, blackjack, pai gow poker, Caribbean stud poker,baccarat, etc), the wheel of fortune game, keno, sports betting, horseracing, dog racing, jai alai, and other gambling activities. The gamingactivities can also include wagering on any type of event. Events caninclude, for example, sporting events, such as horse or auto racing, andathletic competitions such as football, basketball, baseball, golf, etc.Events can also include such things that do not normally involvewagering. Such events may include, without limitation, politicalelections, entertainment industry awards, and box office performance ofmovies. Gaming can also include non-wagering games and events. Gamingcan also include lotteries or lottery-type activities such as state andinterstate lotteries. These can include all forms of number-selectionlotteries, “scratch-off” lotteries, and other lottery contests. Thegaming system may be implemented over a communications network such as acellular network or a private wireless and/or wireline network. Examplesof the latter include WiFi and WiMax networks. In one embodiment, thegaming system communications network is entirely independent of theInternet. In another embodiment, the gaming system operation makesminimal use of the Internet, such that only information for which thereis no security issues is transmitted via the Internet and/or informationmay be encrypted. Preferably, the communications network enables playersto participate in gaming from remote locations (e.g., outside of thegaming area of a casino). Also, the system may enable players to bemobile during participation in the gaming activities. Preferably, thesystem has a location verification or determination feature, which isoperable to permit or disallow gaming from the remote location dependingupon whether or not the location meets one or more criteria. Thecriterion may be, for example, whether the location is within apre-defined area in which gaming is permitted by law.

As shown in FIG. 1, for example, gaming system 10 includes at least oneuser 12. The system may include additional users such that there is atleast a first user 12 and a second user 14. Multiple users may access afirst gaming system 10, while other multiple users access a secondgaming system (not shown) in communication with first gaming system 10.Users 12 and 14 preferably access system 10 by way of a gamingcommunication device 13. Gaming communication device 13 may comprise anysuitable device for transmitting and receiving electroniccommunications. Examples of such devices include, without limitation,mobile phones, personal data assistants (PDAs), computers,mini-computers, etc. Gaming communication devices 13 transmit andreceive gaming information to and from communications network 16. Gaminginformation is also transmitted between network 16 and a computer 18,such as a server, which may reside within the domain of a gaming serviceprovider 20. The location of computer 18 is not critical, however, andcomputer 18 may reside adjacent to or remote from the domain of gamingservice provider 20. Moreover, in certain embodiments, a gaming serviceprovider is not required. The computer 18 and/or gaming service provider20 may reside within, adjacent to, or remote from a gaming provider (notshown in FIG. 1). The gaming provider may be an actual controller ofgames, such as a casino. As an example, a gaming service provider may belocated on the grounds of a casino and the computer 18 may be physicallywithin the geographic boundaries of the gaming service provider. Asdiscussed, however, other possibilities exist for remote location of thecomputer 18 and the gaming service provider 20. Computer 18 may functionas a gaming server. Additional computers (not expressly shown) mayfunction as database management computers and redundant servers, forexample.

Preferably, software resides on both the gaming communication device 13and the computer 18. Software resident on gaming communication device 13is preferably operable to present information corresponding to gamingactivities (including gambling and non-gambling activities discussedherein) to the user. The information includes, without limitation,graphical representations of objects associated with the activities, andpresentation of options related to the activities and selectable by theuser. The gaming communication device software is also preferablyoperable to receive data from the computer and data input by the user.Software resident on the computer is preferably able to exchange datawith the gaming communication device, access additional computers anddata storage devices, and perform all of the functions described hereinas well as functions common to known electronic gaming systems.

Gaming information transmitted across network 16 may include anyinformation, in any format, which is necessary or desirable in theoperation of the gaming experience in which the user participates. Theinformation may be transmitted in whole, or in combination, in anyformat including digital or analog, text or voice, and according to anyknown or future transport technologies, which may include, for example,wireline or wireless technologies. Wireless technologies may include,for example, licensed or license-exempt technologies. Some specifictechnologies which may be used include, without limitation, CodeDivision Multiple Access (CDMA), Global System for Mobile Communication(GSM), General Packet Radio Service (GPRS), WiFi (802.11x), WiMax(802.16x), Public Switched Telephone Network (PSTN), Digital SubscriberLine (DSL), Integrated Services Digital Network (ISDN), or cable modemtechnologies. These are examples only and one of ordinary skill willunderstand that other types of communication techniques are within thescope of the present invention. Further, it will be understood thatadditional components may be used in the communication of informationbetween the users and the gaming server. Such additional components may,include, without limitation, lines, trunks, antennas, switches, cables,transmitters, receivers, computers, routers, servers, fiber opticaltransmission equipment, repeaters, amplifiers, etc.

In at least one embodiment, the communication of gaming informationtakes place without involvement of the Internet. However, in certainembodiments, a portion of the gaming information may be transmitted overthe Internet. Also, some or all of the gaming information may betransmitted partially over an Internet communications path. In certainembodiments, some information is transmitted entirely or partially overthe Internet, but the information is either not gaming information or isgaming information that does not need to be maintained secretly. Forinstance, data that causes a graphical representation of a table game onthe user's gaming communication device might be transmitted at leastpartially over the Internet, while wagering information transmitted bythe user might be transmitted entirely over a non-Internetcommunications network.

According to one embodiment, as shown in FIG. 2 for example, thecommunications network comprises a cellular network 22. Cellular network22 comprises a plurality of base stations 23, each of which has acorresponding coverage area 25. Base station technology is generallyknown and the base stations may be of any type found in a typicalcellular network. The base stations may have coverage areas thatoverlap. Further, the coverage areas may be sectorized ornon-sectorized. The network also includes mobile stations 24, whichfunction as the gaming communication devices used by users to access thegaming system and participate in the activities available on the gamingsystem. Users are connected to the network of base stations viatransmission and reception of radio signals. The communications networkalso includes at least one voice/data switch, which is preferablyconnected to the wireless portion of the network via a dedicated, securelandline. The communications network also includes a gaming serviceprovider, which is likewise connected to the voice/data switch via adedicated, secure landline. The voice/data switch may be connected tothe wireless network of base stations via a mobile switching center(MSC), for example and the landline may be provided between thevoice/data switch and the MSC.

Users access the gaming system by way of mobile stations which are incommunication with, and thus part of, the communications network. Themobile station may be any electronic communication device that isoperable in connection with the network as described. For example, inthis particular embodiment, the mobile station may comprise a cellulartelephone.

Preferably, in the case of a cellular network for example, the gamingsystem is enabled through the use of a private label carrier network.Each base station is programmed by the cellular carrier to send andreceive private secure voice and/or data transmissions to and frommobile station handsets. The handsets are preferably pre-programmed withboth gaming software and the carrier's authentication software. The basestations communicate via private T1 lines to a switch. A gaming serviceprovider leases a private T1 or T3 line, which routes the calls back togaming servers controlled by the gaming service provider. Encryption canbe installed on the telephones if required by a gaming regulationauthority, such as a gaming commission.

The cellular network is preferably a private, closed system. Mobilestations communicate with base stations and base stations are connectedto a centralized switch located within a gaming jurisdiction. At theswitch, voice calls are transported either locally or via long distance.Specific service provider gaming traffic is transported from the centralswitch to a gaming server at a host location, which can be a casino orother location.

As subscribers launch their specific gaming application, the handsetwill only talk to certain base stations with cells or sectors that havebeen engineered to be wholly within the gaming jurisdiction. Forexample, if a base station is close enough to pick up or send a signalacross state lines, it will not be able to communicate with the device.When a customer uses the device for gaming, the system may prohibit, ifdesired, the making or receiving voice calls. Moreover, voice can beeliminated entirely if required. Further, the devices are preferably notallowed to “connect” to the Internet. This ensures a high level ofcertainty that bets/wagers originate and terminate within the boundariesof the gaming jurisdiction and the “private” wireless system cannot becircumvented or bypassed. Although in certain embodiments some dataand/or voice traffic may be communicated at least partially over theInternet, it is preferred that the communication path does not includethe Internet. Alternatively, in some embodiments, certain non-gaminginformation may be transported over a path which includes the Internet,while other information relating to the gaming activities of the systemis transported on a path that does not include the Internet.

As shown in FIG. 3, a gaming communication device 32 is in communicationwith a gaming service provider over a network 34. The gaming serviceprovider preferably has one or more servers, on which are residentvarious gaming and other applications. As shown in FIG. 3, some examplegaming applications include horse racing and other sports, financialexchange, casino and/or virtual casino, entertainment and other eventsexchange, and news and real time entertainment. Each of theseapplications may be embodied in one or more software modules. Theapplications may be combined in any possible combination. Additionally,it should be understood that these applications are not exhaustive andthat other applications may exist to provide an environment to the userthat is associated with any of the described or potential activities.

In another embodiment, as shown in FIG. 4, for example, thecommunications network comprises a private wireless network. The privatewireless network may include, for example, an 802.11x (WiFi) networktechnology to cover “Game Spots” or “Entertainment Spots.” In FIG. 4,various WiFi networks are indicated as networks 41. Networks 41 may useother communications protocols to provide a private wireless networkincluding, but not limited to, 802.16x (WiMax) technology. Further,networks 41 may be interconnected. Also, a gaming system may comprise acombination of networks as depicted in FIG. 4. For example, there isshown a combination of private wireless networks 16, a cellular networkcomprising a multi-channel access unit or sectorized base station 42,and a satellite network comprising one or more satellites 46.

With respect to the private wireless network, because the preferabletechnology covers smaller areas and provides very high-speed throughput,the private wireless network is particularly well-suited for gamingcommission needs of location and identity verification for the gamingservice provider products. The gaming spots enabled by networks 41 mayinclude a current casino area 48, new areas such as swimming pools,lakes or other recreational areas 49, guest rooms and restaurants suchas might be found in casino 48 or hotels 45 and 47, residential areas40, and other remote gaming areas 43. The configuration of the overallgaming system depicted in FIG. 4 is intended only as an example and maybe modified within the scope of the present invention.

In one embodiment, the system architecture for the gaming systemincludes:

-   -   (1) a wireless LAN (Local Access Network) component, which        consists of mostly 802.11 x (WiFi) and/or 802.16x WiMax        technologies; robust security and authentication software;        gaming software; mobile carrier approved handsets with Windows®        or Symbian® operating systems integrated within; and        -   (a) CDMA-technology that is secure for over-the-air data            protection;        -   (b) at least two layers of user authentication, (that            provided by the mobile carrier and that provided by the            gaming service provider);        -   (c) compulsory tunneling (static routing) to gaming servers;

(d) end-to-end encryption at the application layer; and

-   -   -   (e) state-of-the-art firewall and DMZ technologies;

    -   (2) an MWAN (Metropolitan Wireless Access Network), which        consists of 10 licensed and license-exempt, point-to-point        links, as well as licensed and license exempt,        point-to-multi-point technologies;

    -   (3) private MAN (Metropolitan Access Network) T1 and T3 lines to        provide connectivity where wireless services cannot reach; and

    -   (4) redundant private-line communications from the mobile switch        back to the gaming server.

Each of the “Game Spots” or “Entertainment Spots” is preferablyconnected via the MWANIMAN back to central and redundant game servers.For accessing the private wireless networks 41, the gaming communicationdevices are preferably WiFi- or WiMax-enabled PDAs or mini-laptops, anddo not have to be managed by a third-party partner.

Preferably, the gaming system includes a location verification feature,which is operable to permit or disable gaming from a remote locationdepending upon whether or not the location meets one or more criteria.The criterion may be, for example, whether the location is within apre-defined area in which gaming is permitted by law. As anotherexample, the criterion may be whether the location is in a no-gamingzone, such as a school. The location verification technology used in thesystem may include, without limitation, “network-based” and/or“satellite-based” technology. Network-based technology may included suchtechnologies as multilateration, triangulation and geo-fencing, forexample. Satellite-based technologies may include global positioningsatellite (GPS) technology, for example.

As previously discussed, the cellular approach preferably includes theuse of at least one cellular, mobile, voice and data network. For gamingin certain jurisdictions, such as Nevada for example, the technology mayinvolve triangulation, global positioning satellite (GPS) technology,and/or geo-fencing to avoid the potential for bets or wagers to be madeoutside Nevada state lines. In one embodiment, the network would notcover all of a particular jurisdiction, such as Nevada. For instance,the network would not cover areas in which cellular coverage for aparticular base station straddled the state line or other boundary ofthe jurisdiction. This is done in order to permit the use of locationverification to insure against the chance of bets originating orterminating outside of the state. Triangulation may be used as a methodfor preventing gaming from unapproved locations. Triangulation may beaccomplished, for example, by comparing the signal strength from asingle mobile station received at multiple base stations, each havingGPS coordinates. This technology may be used to pinpoint the location ofa mobile station. The location can then be compared to a map or otherresource to determine whether the user of the mobile station is in anunapproved area, such as a school. Alternatively, GPS technology may beused for these purposes.

As shown in FIG. 5, the gaming system includes a plurality of gamingcommunication devices 54, 55, and 56. Device 54 is located outside thegaming jurisdiction 58. Devices 55 and 56 are both located inside gamingjurisdiction 58. However only device 56 is located within geo-fence 57,which is established by the coverage areas of a plurality of basestation 53. Thus, geo-fencing may be used to enable gaming via device 56but disable gaming via devices 54 and 55. Even though some gamingcommunication devices that are within the gaming jurisdiction 58, suchas device 55, are not permitted access to the gaming system, thegeo-fence 57 ensures that no gaming communication devices outsidejurisdiction 58, such as device 54, are permitted access.

Geo-fencing does not specify location. Rather, it ensures that a mobilestation is within certain boundaries. For instance, geo-fencing may beused to ensure that a mobile station beyond state lines does not accessthe gaming system. Triangulation on the other hand specifies a pinpoint,or near-pinpoint, location. For example, as shown in FIG. 5, device 56is triangulated between three of the base stations 53 to determine thelocation of device 56. Triangulation may be used to identify whether adevice, such as a mobile station, is located in a specific spot wheregambling is unauthorized (such as, for example, a school). Preferably,the location determination technology utilized in conjunction with thepresent invention meets the Federal Communication Commission's (FCC's)Phase 2 E911 requirements. Geological Institute Survey (GIS) mapping mayalso be utilized to compare identified coordinates of a gamingcommunication device with

GIS map features or elements to determine whether a device is in an areanot authorized for gaming. It should be noted that any type of locationverification may be used such as triangulation, geo-fencing, globalpositioning satellite (GPS) technology, or any other type of locationdetermining technology, which can be used to ensure, or provide anacceptable level of confidence, that the user is within an approvedgaming area.

In another embodiment, location verification is accomplished usingchannel address checking or location verification using some otheridentifying number or piece of information indicative of which networkor portion of a network is being accessed by the gaming communicationdevice. Assuming the using of an identifying number for this purpose,then according to one method of location checking, as an example, aparticipant accesses the gaming system via a mobile telephone. Theidentifying number of the mobile telephone, or of the network componentbeing accessed by the mobile telephone, identifies the caller'sconnection to the mobile network. The number is indicative of the factthat the caller is in a defined area and is on a certain mobile network.A server application may be resident on the mobile telephone tocommunicate this information via the network to the gaming serviceprovider. In a related embodiment, the identifying number or informationis passed from a first network provider to a second network provider.For example, a caller's home network may be that provided by the secondprovider, but the caller is roaming on a network (and in a jurisdiction)provided by the first provider. The first provider passes theidentifying information through to the second provider to enable thesecond provider to determine whether the caller is in a defined areathat does or does not allow the relevant gaming activity. Preferably thegaming service provider either maintains, or has access to, a databasethat maps the various possible worldwide mobile network identifyingnumbers to geographic areas. The invention contemplates using any numberor proxy that indicates a network, portion of a network, or networkcomponent, which is being connected with a mobile telephone. Theidentifying number may indicate one or more of a base station or groupof base stations, a line, a channel, a trunk, a switch, a router, arepeater, etc.

In another embodiment, when the user connects his mobile telephone tothe gaming server, the gaming server draws the network identifyinginformation and communicates that information to the gaming serviceprovider. The software resident on the gaming communication device mayincorporate functionality that will, upon login or access by the user,determine the user's location (based at least in part on the identifyinginformation) and send a message to the gaming service provider. Theidentifying number or information used to determine location may becountry specific, state-specific, town-specific, or specific to someother definable boundaries.

In connection with any of the location determination methods, the gamingsystem may periodically update the location determination information.This may be done, for example, during a gaming session, at pre-definedtime intervals to ensure that movement of the gaming communicationdevice to an unauthorized area is detected during play, and not justupon login or initial access.

Thus, depending on the location determination technology being used, thedecision whether to permit or prohibit a gaming activity may be made atthe gaming communication device, at the gaming server, or at any of thecomponents of the telecommunication network being used to transmitinformation between the gaming communication device and the gamingserver (such as at a base station, for example). An aspect of theprivate wireless network related to preventing gaming in unauthorizedareas is the placement of sensors, such as Radio FrequencyIdentification (RFID) sensors on the gaming communication devices. Thesensors trigger alarms if users take the devices outside the approvedgaming areas. Further, the devices may be “tethered” to immovableobjects. Users might simply log in to such devices using their ID andpassword.

In particular embodiments, the gaming system of the present inventionmay also include the ability to determine the location of the gamingcommunication device within a larger property, such as a casino complex.This may allow certain functionalities of the device to be enabled ordisabled based upon the location of the device within the property. Forexample, government regulations may prohibit using the device to gamblefrom the guest rooms of a casino complex. Therefore, particularembodiments of the present invention may include the ability todetermine the location of the device within the property and thendisable the gambling functionality of the device from a guest room, orother area where gambling is prohibited. FIG. 6 illustrates an exampleof a wireless gaming system in which the location of a gamingcommunication device 604 may be determined in accordance with aparticular embodiment of the present invention.

As shown in FIG. 6, a wireless gaming system comprises a wirelessnetwork that at least partially covers casino complex 600 in which oneor more gaming communication devices 604 may be used to participate in avariety of gaming activities. Preferably, the wireless network comprisesat least three signal detection devices 602, although particularembodiments of the present invention may include fewer or greater thanthree signal detection devices and still fall within the teachings ofthe present invention. As shown in FIG. 6, the wireless networkcomprises four signal detection devices 602, each located at one cornerof casino complex 600. In particular embodiments of the presentinvention, these signal detection devices may comprise wireless accesspoints, wireless routers, wireless base stations, satellites, or anyother suitable signal detection device. Furthermore, although signaldetection devices 602 are illustrated as being located on the boundariesof casino complex 600, signal detection devices may be located anywhereinside or outside of casino complex 600, provided the signal detectiondevices are operable to receive signals originating from a gamingcommunication device 604 inside casino complex 600. In particularembodiments of the present invention, signal detection devices 602 mayalso be used to transmit, as well as receive, signals to gamingcommunication device 604.

In particular embodiments, casino complex 600 may be divided into one ormore zones 608, which represent different areas of the casino complex,such as the lobby, guest rooms, restaurants, shops, entertainmentvenues, and pool areas. For example, as shown in FIG. 6, zone 608 a maycorrespond to the casino lobby, zone 608 b may correspond to guestrooms, zone 608 c may correspond to restaurants, and zone 608 d maycorrespond to the gaming floor of the casino. Each zone 608 may befurther divided into one or more sub-zones 606, each specifying aparticular location within zone 608. Typically, sub-zones 606 arearranged in a grid formation, each sub-zone 606 having a uniform size.In some embodiments, each sub-zone may comprise 9 square feet (i.e., 3feet by 3 feet). In other embodiments, each sub-zone may comprise 100square feet (i.e., 10 feet by 10 feet). Generally, the choice of thesize of an area covered by a sub-zone may depend on administratorpreferences, technical limitations of the wireless network, andgovernmental regulations, as well as other considerations.

Particular embodiments of the present invention may use this mapping ofcasino complex 600 into a plurality of zones 608 and sub-zones 606 todetermine the location of gaming communication device 604 within thecomplex. Generally, these embodiments utilize the signal received bysignal detection devices 602 from gaming communication device 604 todetermine the location of the device In particular embodiments, thelocation of gaming communication device 604 may be determined based uponthe strength of the signal received by each signal detection device 602from device 604. In particular embodiments, this may be accomplishedusing a Received Signal Strength Indication (RSSI) value or any othersuitable indication of signal strength. Generally, the closer a sub-zoneis to a signal detection device, the stronger the signal the signaldetection device will receive from a gaming communication device locatedin that sub-zone. Therefore, given a plurality of signal strengthreadings taken from different points in the casino complex (i.e., signaldetection devices 602), these different signal strength readings may beused to determine the location of the device.

With this in mind, each sub-zone 606 of casino complex 600 may beassociated with a reference set of signal strengths received by thesignal detection devices from a device located in that particularsub-zone. Typically, these values are generated, and periodicallyrecalibrated, by taking a reference reading from a gaming communicationdevice located that sub-zone. After each sub-zone is associated with areference set of signal strengths, these reference signal strengths maybe compared with the signal strengths received by the signal detectiondevices from a gaming communication device. Since each sub-zone has aunique set of signal strengths, this comparison may be used to identifythe particular zone in which the gaming communication device is located.

In another embodiment of the present invention, the location of gamingcommunication device 604 may be determined based upon an elapsed timebetween the transmission of the signal from device 604 and the receiptof the signal by each signal detection device 602. In particularembodiments, this elapsed time may be determined based on a TimeDifference of Arrival (TDOA), or any other suitable technology. Asbefore in the case of signal strengths, each sub-zone 606 may beassociated with a predetermined, or reference, set of elapsed times fromtransmission to receipt of a signal from a gaming communication device.This set of elapsed times will be different for each sub-zone of thecasino complex, as the time it takes a signal to reach each signaldetection device will depend on the proximity of the sub-zone to eachbase station. By comparing the time from transmission to receipt of asignal received by the signal detection devices from a gamingcommunication device, the sub-zone in which the device is located may bedetermined

Once the location of the gaming communication device has beendetermined, particular embodiments of the present invention may thenenable and/or disable particular functions of the device based on thisdetermination. For: example, as mentioned previously, particularembodiments may disable the gaming communication device's gamblingfunctionality from a user's guest room, while still allowing the user touse other device functions, such as purchasing merchandise or services,or buying tickets to an entertainment event. Once the user leaves his orher guest room, the gambling functionality of the gaming communicationdevice may be enabled. Similarly, particular embodiments of the presentinvention may prevent the gaming communication device from being used tomake financial transactions from the casino floor. Once the user leavesthe casino floor, such functionality may be enabled. Similarly, otherfunctionalities of the gaming communication device may be enabled ordisabled based upon the location of the device within the property inaccordance with various embodiments of the present invention.

In particular embodiments of the present invention, the variousfunctionalities of the gaming communication device may be enabled ordisabled based upon the zone 608 in which the device is located. In suchan embodiment, each zone 608 of the casino complex may be associatedwith a set of allowed activities. For example, the “lobby” zone 608 a ofthe casino complex may have all activities allowed, while the “guestroom” zone 608 b of the property may have all activities allowed exceptgambling. Based upon the gaming communication device's location, thefunctionality of the gaming communication device may be limited to theset of allowed activities for the zone in which the device is located.As the gaming communication device travels from zone to zone, thelocation of the device may be re-determined, and the functionality ofthe device may be updated to reflect the set of allowed activities forthe zone in which the device is now located.

Particular embodiments of the present invention may also use thelocation determination to send location-specific information to thegaming communication device. For example, a reminder that anentertainment event the user has tickets to is about to begin may besent to the user's device if the device (and therefore the user) islocated in a different part of the casino complex. In anotherembodiment, a user may be alerted that the user's favorite dealer is onthe casino floor if the user is located in his or her guest room.

In some embodiments the location of the gaming communication device maybe used to deliver goods and services purchased or ordered by the userof the device. For example, in particular embodiments of the presentinvention, the user may purchase food and beverages using the device.The location of the device may then be used to deliver the food andbeverages to the user, even if the user relocates to another sub-zoneafter placing his or her order.

The determination of the gaming communication device's location may alsobe used to provide the user with directions to another part of thecasino complex. For example, a user that is located on the casino floorthat wishes to go to a specific restaurant within the complex may begiven direction based upon his or her location.

These directions may then be updated as the user progresses towards hisor her desired location. In the event the user gets off-course, thelocation determination, which may be updated during the user's travel,may be used to alert the user they have gotten off-course and then plota new course to the desired destination.

An example method of using a wireless gaming system to determine thelocation of a gaming communication device within a casino complex andthen enable or disable functionality based on the location of the deviceis shown in FIG. 7. FIG. 7 illustrates flowchart 700, which describes amethod of location verification in accordance with a particularembodiment of the present invention. Flowchart 700 commences in step702. After flowchart 700 begins, the wireless network is calibrated instep 704. Generally, this entails establishing a set of reference valuesused to identify each sub-zone of the casino complex or other property.In particular embodiments of the present invention, these values mayinclude the signal strengths received by each signal detection devicefrom a gaming communication device located in that sub-zone. In otherembodiments, these values may include the elapsed time from transmissionto receipt of a signal by the signal detection devices from a gamingcommunication device located in the sub-zone. Moreover, in additionalembodiments of the present invention, these reference values include acombination of signal strengths and elapsed times from transmission toreceipt of a signal.

Once the wireless network is calibrated, with a set of reference valuesassociated with each sub-zone of the property, one or more gamingcommunication devices may use the wireless network to transmit andreceive information to and from one or more gaming servers. At step 706,the plurality of signal detection devices that comprise the wirelessnetwork receive a signal from a gaming communication device. Thelocation of this gaming communication device is determined at step 708.In particular embodiments of the present invention, this is accomplishedby determining the strength of the signal received by each signaldetection device and comparing this set of signal strengths to areference set of signal strengths determined during calibration. Inother embodiments, the location of the gaming communication device maybe determined by determining the time that has elapsed between thetransmission of the signal from the gaming communication device and itsreceipt by each signal detection device. This set of elapsed times maythen be compared to a reference set of elapsed times betweentransmission and receipt of a signal for each zone that was determinedduring calibration. Based upon the comparison of the reference valuesdetermined during calibration, and the signal received by each signaldetection device, the sub-zone, and therefore zone, in which the gamingcommunication device is located may be determined

At step 710, different functionalities of the gaming communicationdevice may be enabled or disabled based upon the zone in which thedevice is located. In particular embodiments, each zone is associatedwith a set of allowed activities. For example, a zone that comprises thelobby of the casino complex may have all activities allowed, while azone that comprises guest rooms may have all activities except gamblingallowed. If a gaming communication device is determined to be located ina particular zone, these embodiments may then enable or disable thefunctionality of the device to match the set of allowed activities forthat particular zone. Other functionalities may be enabled or disabledas described above in regard to FIG. 6.

Since gaming communication devices may be mobile in accordance withparticular embodiments of the present invention, particular embodimentsof the present invention periodically re-determine the position of thedevice. This allows the user to use the gaming communication devicewhile carrying the device throughout the property and have itsfunctionality updated accordingly. Therefore, at step 712, adetermination is made whether to repeat the location determination. Thismay be performed automatically at set intervals or upon the occurrenceof some event, such as a request from the user or the receipt of anadditional signal from the device. If the location is to bere-determined, flowchart 700 returns to step 706, where another signalis received from the communication device, and its location andfunctionality is updated accordingly. If, however, the location, theflowchart 700 simply terminates at step 714.

By determining the location of the gaming communication device withinthe property, particular embodiments allow the functionality of thedevice to be tailored to the device's location. Furthermore,location-specific or directional information may be transmitted to thegaming communication device based upon the location of the device. Thisallows for a more customizable user experience, as well as allowinggaming administrators to tailor the functionality of the device basedupon the device's location and any applicable governmental regulations.

FIG. 8 illustrates a method of operation of a gaming communicationdevice in accordance with a particular embodiment of the presentinvention. As previously, software is preferably loaded on a gamingcommunication device and is operable to receive input data for gaming.The input data may originate at associated gaming software resident onthe gaming server, or it may be input by the user of the gamingcommunication device. The software on the device is operable to presenta representation of a gaming environment. This can include, among otherthings, a representation of a table game such as a blackjack table or aslot machine. Other examples of the representation of a gamingenvironment include graphical representations of any of the otherapplications described herein.

In the example method shown in FIG. 8, in a first step 802, the gamingcommunication device is activated. This may take place as a function ofturning on a phone, PDA, or other communication device as describedelsewhere herein. Preferably, activation comprises connecting the gamingcommunication device to a private data network. Part of the activationincludes logging in at a prompt. This may be considered as a first levelof authentication of a user of the gaming communication device. A secondlevel of user authentication comprises authentication of the gamingcommunication device itself. This may occur, for example, byauthentication of a mobile station by a mobile carrier. A third level ofuser identification may comprise biometrics. Various examples ofbiometrics may include, but are not limited to, fingerprintidentification, photo identification, retina scanning, voice printmatching, etc.

In a next step 804, the user is presented with the gaming environment.The gaming environment may be presented in various stages. For instance,in a first stage, the gaming environment may comprise a casino lobbywhere the user is presented with certain gaming options including, forexample, table games, slots, sports book, video poker, and a casinocashier. In a subsequent stage, the user may be presented with optionalinstances of the type of activity selected from the casino lobby.

In a next step 806, the user selects an activity, such as a particularcasino table game. In step 808, the user is presented with one or moreoptions related to the selected activity. In step 810, the user selectsan option. For instance, at this point, the user might place a wager,draw a card, select a restaurant or restaurant menu item, select a newssource or a news story, place a buy or sell order on a financialexchange, place a bet on a certain box office performance over/underamount for a given movie, etc. The options for user input are myriad. Instep 812, the software resident on the gaming communication deviceaccepts the option input by the user and transmits the input data to thesoftware resident at the gaming server. In step 814, the gaming serversoftware acts on the input data.

Actions at this point, may include, without limitation, determining anoutcome and/or amount, accessing another server and/or softwareapplication, retrieving information, preparing a response to the user,etc. The action of determining an outcome and/or amount might takeplace, for example, if the user is using the device to place wagers inconnection with a gambling activity. For certain gambling activities,such as a table game or slot machine, a random number generator may beincorporated to determine the outcome (i.e., whether the user won orlost) and the gaming server software would also determine an amount wonor lost based on the amount wagered and any applicable odds. The actionof accessing another server and/or software application might occur, forexample, in the event the user is engaging in a services activity suchas accessing news services, making reservations and placing food andbeverage orders at a restaurant, or making a retail purchase. The actionof retrieving information might occur when the gaming server software isprompted to access another server for the purpose of retrieving acertain type of information requested by the user.

Preferably, the gaming server software prepares a response to the user'sinput data and in step 816. In step 818, the user acknowledges theresponse. For example, in the case of gambling, the user mightacknowledge that he won a hand of blackjack because the dealer bustedand that his payout was $100 based on a $50 bet at even odds. In step820, the user logs out.

In the situation where the user is gambling, after the series of stepsdescribed in connection with FIG. 8, (or a subset or modified series ofsteps), the user physically enters a casino and goes to a casino cashierfor payout and/or settlement (which can include, for example, extensionsof credit or advance deposits). In one embodiment, there is a waitingperiod (e.g., twenty-four hours) before the user can collect winnings.The purpose of the waiting period is to allow time for fraud monitoring.The waiting period may depend on the amount of the balance. For example,if the user is owed less than $5,000 the waiting period may be twelvehours. If the user is owed between $5,000 and $10,000 the waiting periodmay be twenty-four hours. If the user is owed more than $10,000 thewaiting period may be forty-eight hours.

The duration of activation of the gaming communication device, theduration of a particular session, and/or the duration of a particularactivity may be controlled according to any number of differentparameters. For example, the duration may be based on a predeterminedamount of time or period of time. Activation of the gaming communicationdevice may terminate upon the expiration of a predetermined time period.As another example, an activity may only be permitted until theoccurrence of a particular time of day. According to an alternative, anadministrator, or another party to a transaction within any of thevarious activities, may determine the time period. or amount of time.According to yet another alternative, the duration may end upon theoccurrence of an event such as the user entering or leaving a particularlocation. The duration of activation may be dynamically determined basedon a period of non-use. In other words, after a predetermined timewithout being used, the device may “time out” and be deactivated. Theperiod of time, or amount of time, may be cumulatively determined. Forexample, an activity may only be permitted for a period of five hours,collectively. Time counting toward the five hours might stop and startdepending upon the location of the user. As another example, an activitymight only be permitted so long as the user does not enter or leave aparticular location for longer than a predetermined period of time.

Similarly, activation of the gaming communication device and/or theability for a user to engage in a particular activity may only bepermitted during a specified time of day, or for a particular period oftime prior to an event, or for a particular period of time afternotification to the user. Also, activation and/or access may becontrolled based upon the location of the user. For example, if a useris in a particular casino in which a particular show will take placethat evening, the user might be notified that tickets to the show areavailable for a specified period of time prior to the show. The usermight only be permitted to engage in the activity of purchasing ticketsfor the show if the user is in the casino and during the specifiedperiod of time prior to the show. For example, the user might only beable to purchase tickets while in the casino and up to five minutesbefore the start time of the show. Similarly, the activation of thedevice may be restricted based on the location of the user and acorresponding period of time. For example, if a user is in a locationwhere a show is occurring, or is going to occur, the device may bedeactivated (either automatically, or by a party other than the user)during a period beginning five minutes prior to the show and ending fiveminutes after the end of the show.

According to another alternative, the duration or enablement of oneactivity might be determined by the participation of the user in anotheractivity. For example, a user might be allowed to make dinnerreservations at a popular restaurant if the user has been gamblingenough at a given casino. In this way, bonuses or comps may bedetermined or managed based on the activity of the user via the gamingcommunication device.

Preferably, data is transmitted back and forth during the gamingactivities between the gaming communication device and a servercontrolled by the gaming service provider. An example of the path ofcommunication is shown in FIG. 9. Gaming data, such as a wager placed bythe user, is transmitted from gaming communication device 901 to a basestation 902 (or a transmitter in the case of a private wireless networksuch as a WiFi or WiMax network). Base station 902 routes the datathrough network 903 to a hub or gateway 904, which in turn routes thedata to a gaming server 905 operated by a gaming service provider.Preferably, the communication from gaming communication device 901 tothe network 903 comprises wireless communication. This may be any typeof known wireless communication or any type of wireless communicationavailable in the future. Examples of acceptable wireless communicationprotocols include CDMA, GSM, and GPRS.

Preferably, the communication from the network 903 to the gateway 904and to the server 905 is conducted over secure land lines. FIG. 9 is anexample communication network only and the present invention should beunderstood to cover other networks in which data may be transmitted fromgaming communication device 901 to server 905. Preferably, data inresponse to data being transmitted from gaming communication device 901to server 905 is transmitted back to gaming communication device 901along a path essentially opposite to the path of the first transmission.It should be noted that in at least certain embodiments of the methodsand systems described herein, a user is not actually playing a game onthe gaming communication device. Rather, the user is actually playingthe game on the server controlled by the gaming service provider, whichmay be located within a casino.

With respect to payment and/or receipt of winnings and losses, onepossible approach is as follows. Upon check-in at a casino hotel, ahotel representative may query a guest as to whether the guest wantsaccess to a gaming communication device. If the guest does want suchaccess, the hotel representative may provide the guest with a gamingcommunication device in exchange for a credit-card type deposit or otherdeposit. The guest then deposits money into an account for wirelessgaming The guest's account balance information is loaded onto theguest's account file, which is preferably maintained on the gamingserver. The user may load money into his gaming account by establishinga credit account, for example, at a casino cashier and/or by paying cashto the casino cashier. Many other alternatives exist and this process isan example only. Guest accounts or gaming communication devices may bepreloaded with funds. Funds may be deposited during a gaming session.This may occur, for example, if a user selected a casino cashieractivity from the gaming environment and instructed the cashier to addfunds to the account. The finance subsystem may also utilize accountcard technology (such as ATM cards, credit cards, stored value cards,gift cards, etc) in order to conduct financial transactions associatedwith a user's account. Moreover, the user may receive or make paymentsremotely, by way of inputting instructions via the gaming communicationdevice or by another remote device such as an automatic teller machine(ATM), which is in electronic communication with the gaming server orother server operated by the casino, hotel, gaming service provider orother entity involved in the gaming activities. For example, a usermight remotely (via the gaming communication device) place an order at arestaurant. Then, the user might make advance payment for the meal at anATM-type machine which is operable to receive instructions correspondingto the financial transaction requirements of the activity of orderingfood.

A unique aspect of the present invention includes establishing anelectronic record of the gaming transactions undertaken by a user.Preferably, this is accomplished by utilization of a keystroke log,which is an electronic record of all keystrokes made by the user.Utilization of a keystroke log in this context allows for unprecedentedmonitoring of a user's gaming activity. In the event of a dispute, onemay refer to the keystroke log and readily determine whether, in fact, auser placed a particular wager, for example.

An additional possible aspect of the electronic record is to allow agaming control board or other regulatory authority, access to theelectronic record in a direct manner in order to conduct periodicindependent monitoring of the gaming activities conducted over thesystem. Another possible aspect is to allow policing against riggedmachines. For instance, it is possible that the gaming control board (orother regulatory authority) could obtain a gaming communication deviceand compare their test results over time against records in theelectronic record database (e.g., by comparing the results shown in thekeystroke log). This essentially comprises electronic access fortesting.

In another embodiment of the invention, as shown in FIG. 10, aship-based gaming system is provided. The system preferably comprisespassenger vessel 1002, such as a cruise liner for example. The systemincludes one or more gaming communication devices 1006 connected to acommunication network. The network shown in FIG. 10 comprises a mobilenetwork with base stations 1008 connected via a LAN to a base stationcontroller (SSC) 1010. BSC 1010 is connected via a T1 interface to afirst Very Small Aperture Terminal (VSAT) modem 1012, which is incommunication with a first satellite 1014. First satellite 1014 isoperable to transmit and receive signals from second satellite 1014,which is in communication with second VSAT modem 1012. Second VSAT modem1012 is in communication with a gaming server 1018 located at gamingservice provider 1016. Gaming server is coupled to gaming database 1020.Again, the network configuration depicted in FIG. 10 is for examplepurposes only, and other configurations are within the scope of thepresent invention. An on-board back office 1022 is preferably provided.Data is communicated by the on-board VSAT modem and transmitter to thefirst satellite for relay to the second (preferably land-based) VSATreceiver and modem. The data is then communicated to a server and/orcentralized database via a mobile station controller (not shown).

A corresponding business model involves the gaming service providercontracting with a cruise line, which agrees to allow the gaming serviceprovider to provide coverage throughout the cruise line's ship(s), byusing repeaters for example. The gaming service provider may provide aprivate wireless network, in which case any revenue generated from useof or access to the private wireless network, and revenue from gamingactivities, may be allocated among all or any subset of the cruise lineand the gaming service provider. Alternatively, the gaming serviceprovider may contract with a mobile carrier and a satellite provider, inwhich case revenue from the mobile calls, and revenue from gamingactivities, may be allocated among all or any subset of the cruise line,the mobile carrier and the gaming service provider.

There are several scenarios for a user's activity relative totransactions conducted over the gaming system. In one example scenariothe user is in a fixed, but remote, location from the gaming server,which may be located on the premises of a casino. This may be include,for instance, a situation in which the gaming communication device is akiosk or some other communication device which is in a fixed position orwhich is tethered to a fixed position so that the gaming communicationdevice cannot be moved beyond a certain area. In another examplescenario, the user starts a gaming transaction at a first location andends the transaction at a second location different from the firstlocation. In another example scenario, the user is mobile during asingle gaming transaction. In another example scenario, the user ismobile within a first approved area then (during the gaming transaction)the user moves outside the first approved area, through an unapprovedarea, to a remote second approved area.

In an alternative embodiment, the gaming system may be configured tooperate as a “curb-to-curb” gaming system. In such a system, acommunication path may be established between the device and aparticular server, based upon whether the user is in a locationcorresponding to that particular server. For example, the user mightenter a first casino, or an authorized area associated with the firstcasino, and thereby activate the establishment of a communication pathbetween the device and a server located at and/or controlled by thefirst casino. While the user is on the premises of the first casino, theuser might be able to participate in activities, such as playingblackjack, at the first casino. Then, if the user leaves the firstcasino, the gaming system might be configured to terminate the firstcommunication path (i.e., between the device and the first casino'sserver), or otherwise deactivate the device and/or terminate the user'sability to use the device to participate in activities associated withthe first casino. When the user enters a second casino, or an authorizedarea associated with the second casino, a second communication path(e.g., between the device and a second server located at or controlledby the second casino) may be established. Thus, the user would now beable to play blackjack (or engage in other activities) at the secondcasino, rather than the first casino.

As another example, a particular casino is often related to othercasinos within a jurisdiction or specified area. Under such a scenario,if a user entered any of the related casinos, then the appropriatecommunication path or paths could be established between the gamingcommunication device and one or more of the casinos in the group ofrelated casinos, thereby enabling the user to play casino games (orengage in other activities) at the one or more casinos in the group ofrelated casinos. Depending on regulatory requirements, the preferredconfiguration might be to establish a communication path with a serverat a particular casino within the group at which the user wants to play.Then, a different communication path could be established at asubsequent casino if the user wants to play at another casino. Undercertain circumstances, and again depending on regulatory requirements,some information associated with user activity might be maintained at acentralized server accessible by more than one casino within the group.

In another example embodiment, the gaming system may be used to enablegaming activities involving multiple wireless users who interact withone another. For instance, the system may enable a table game (such asblackjack) in which a first user and a second user are conducting gamingtransactions on the same table and in which options selected by thefirst user directly impact outcomes and options relative to the seconduser. Preferably, the gaming environment presented on the gamingcommunication devices of both the first and second users will indicatethe existence and activity of the other respective user. Another exampleof multiple users interacting on the gaming system is the provision of apoker game in which users place bets against one another instead of, orin addition to, placing bets against the house. Another example ofinteraction between users is when a first user makes restaurantreservations or purchases event tickets, thereby reducing the optionsavailable to the second user.

Preferably, the gaming service provider provides at least the followingfunctions. First the gaming service provider provides and controls theone or more gaming servers. These servers may be physically locatedwithin the confines of the gaming service provider or may exist at aremote location. As mentioned, the gaming servers may also be located ator near a games provider such as a casino, casino hotel, racino, cruiseship, race track, etc. The gaming service provider may also providemonitoring services such as transaction monitoring and key strokelogging services. The gaming service provider may also provide datamanagement and security services. These services are not intended to beexhaustive and the gaming service provider may provide other serviceswhich facilitate the gaming process.

It should be noted that the invention can be implemented in connectionwith any gaming environment or an environment for any other activity,which may be conducted electronically. The invention is not limited toNevada or any other particular gaming jurisdiction. For instance, theinvention can be employed in connection with casinos in Atlantic City,N.J., international jurisdictions, Native American gaming facilities,and “racinos” which are race tracks that also have slot machines, videolottery terminals, or other gambling devices. For example, in connectionwith “racinos,” the invention might be used by participants who wish toplay slot machine games while they are viewing race horses in thepaddock area. This might be desirable in the event that the slot machinearea does not allow smoking and a participant wishes to gamble from anoutdoor smoking area. Alternatively, the slot machine area might permitsmoking and the gambler wishes to play the slot machines from an areawhere he or she can avoid breathing second-hand smoke. Numerous otherscenarios can be envisioned in which the gaming participant can use theinvention to participate in remote gaming, while enjoying some otherprimary activity in a location remote from the gaming facility. Further,the invention is not limited to gaming, but can include otherapplications, such as trading financial instruments, and wagering onother types of events, such as elections, award events, or any otheractivity.

Another example embodiment involves the application of one or more ofthe methods and systems described herein to the activity of conductingfinancial transactions. Thus, the gaming communication device may beconfigured to enable a user to conduct such financial transactions,which may include, without limitation, any transaction involving afinancial institution, such as banking, trading securities, or managing401K or other investment fund assets. Preferably, a communication pathwould be established between the user and any of the servers or othercomputers necessary to conduct the financial transaction. As withcertain other embodiments the ability to engage in this activity may becontrolled by one or more parameters including location and/or identityverification and time or duration limits

Conducting financial transactions may be one of the activities presentedto the user of the gaming communication device. Any of the possiblefinancial transactions might be presented as sub-activities. As anexample, a user might want to trade securities listed on a particularexchange. Regulations might require the trader to be located within acertain jurisdiction to execute trades on the exchange. The exchangemight have its own rules and could require that the trader be located onthe premises. With the location verification techniques describedelsewhere herein, the particular financial transaction activity mightonly be enabled if the user is located in a particular geographic area,for example.

As a related feature, the system may be configured to provide a creditverification feature, according to which a user's creditworthiness maybe checked by a party to a transaction, or by which the user might applyfor credit. For example, if a user wants to purchase $10,000 worth of aparticular stock, then a communication path might be established betweenthe user and a server located at and/or controlled by an exchange uponwhich the stock is being traded. An additional communication path mightbe established between the exchange server and a server of an accountmanager that manages the user's account. These communication paths wouldenable the basic transaction—that of the user purchasing the stock. Yetanother communication path, however, might be established between aseller's server, the exchange server, and/or the account manager serverand a server located at and/or controlled by a credit agency. This pathwould enable an interested party to the transaction to check and/orapprove the user's credit to prior enabling the transaction.

According to one aspect of certain embodiments, a user of the gamingcommunication device can connect from the device to a financial serviceprovider's server to provide a “Push to Trade” feature. In order toenable this feature, the device is configured to be capable offacilitating a “Push to Talk” protocol, whereby the device behaves likea walkie-talkie. Thus, the device may include any suitable program orapplication that enables the Push to Talk feature. As used herein, thephrase “Push to Talk” includes any protocol that allows for a directconnection feature for an end user. Included are all such protocols(e.g. Instant Talk, Fastchat, etc.) within the broad rubric of “Push toTalk” including those that provide wide-area, instantaneous contact.

The Push to Talk protocol allows a given device to instantly connect toany number of other devices, such as any other telephone (mobile orlandline-based), personal computer, laptop, etc. The connection for theend user does not have to be spawned by any conventional dialing or bytriggering some form of automatic dialing. A simple button can bedepressed to provide the requisite connection. In the context of timing,Nextel (who developed the original Push to Talk technology) suggeststhat their Push to Talk protocol should connect within 2 seconds.

A related technology is Push to Talk Over Cellular (PoC). PoC service isa form of interactive voice messaging that combines walkie-talkie andcellular phone connectivity, allowing users to quickly connect withanother person or an entire group of friends and contacts at the push ofa button on a PoC-enabled handset.

The Push to Talk protocol allows users to use the walkie-talkie paradigmover an IP or a cellular network, which diminishes the boundarylimitations of a conventional two-way radio. The Push to Talk service isbased on a disruptive technology. Latency is an issue during sometraditional mobile telephone conversations. One appeal of the Push toTalk platform, as compared to executing a traditional telephone call, isbeing able to talk to an individual or to a group of individualsinstantly, without waiting for someone to answer due to latency issues.Another benefit of the Push to Talk feature is a shorter than normalphone call, which cuts down on dialing costs for corresponding endusers. Nextel estimates that the average Push to Talk call lasts fortyseconds. Push to Talk technology is compatible with virtually anynetwork communications; for example, the Push to Talk protocol mayreadily be used in conjunction with cellular telephone networks,including GSM and CDMA. The network equipment used for the Push to Talkfeature is currently being offered by companies such as Ericsson,Motorola, Siemens, Sony Ericsson, and Nextel.

Because Push to Talk effectively turns the handheld device into awalkie-talkie, it not only successfully enables end users to send voicemessages, it also enables immediate data texts (commonly referred to as“direct messaging”). Push to Talk messaging represents a significantimprovement over short messaging systems in bypassing the slow andclumsy process of entering text via a phone keypad. This makes textmessaging quicker and more effective.

According to the “Push to Trade” feature, once the end user initiatesthe call, the financial service provider is instantly connected to theend user. In one embodiment, the financial service provider has one ormore electronic trade desks that are dedicated to this feature for theirclients. Thus, all “Push to Trade” requests may be received at thislocation. In other embodiments, any suitable entity, broker, standardtrading desk, or electronic device may receive such Push to Tradecommunications.

Once the connection has been established, the financial service providermay then simply conduct the trade as prescribed by the end user. Forexample, upon connection, the end user may be presented with thefinancial or market environment in which he seeks to participate. Thetrade desk representative or device can query the end user to execute anelectronic or a broker-assisted trade. In addition, the financialenvironment may be presented in various stages. For instance, in a firststage, the financial environment may comprise a financial summary of allmarkets where the user is presented with certain financial optionsincluding, for example, specific market summaries, specific prices forselected assets (e.g. commodities, stocks, bonds, etc.), currentpositions, buying power, etc. In a subsequent stage, the user may bepresented with optional instances of the type of activity selected fromthe market platform.

From this platform, the end user can select an activity, such as aparticular type of trade. Thus, the user is presented with one or moreoptions related to the selected activity. For instance, at this point,the user might place a buy or a sell order on a financial exchange. Thesoftware, which may be resident on the device, on the server, or on acombination of both, accepts the option input by the user and transmitsthe input data to the financial service provider. Subsequently, thefinancial service provider acts on the input data. The Push to Talktechnology readily accommodates a voice log of the transaction for auditor confirmation purposes. Hence, a digital voice storage may beprovided, whereby the transaction (e.g., inclusive of bid and askprices) is recorded. In addition, the automatic voice log can then relaythis information back to the end user (e.g., via his e-mail or via aconventional postal mail service). This could occur as a matter ofcourse such that the end user is routinely provided with a suitableconfirmation receipt for all of his trading activity.

Actions at this point may include, without limitation, determining anoutcome and/or amount for the trade, accessing another server and/orsoftware application, retrieving additional information, preparing asuitable response to the user, etc. The action of determining an outcomeand/or amount might take place, for example, if the user is using thedevice to place trades in conjunction with his account and a givenexchange. Hence, this could include a formal tallying of the executedtrade, inclusive of the charged commission, the amount debited from theaccount to cover the trade, etc. The action of accessing another serverand/or software application might occur, for example, in the event theuser is engaging in a services activity such as accessing news services.The action of retrieving information might occur when the financialsoftware is prompted to access another server for the purpose ofretrieving a certain type of information requested by the user. Thefinancial service provider can then prepare a response to the user'sinput data. Once this activity has concluded, the user can acknowledgethe response and then log out and terminate his session.

It should be noted that the “Push to Trade” feature can be used in otherapplications of the gaming technology described herein. For example, inan application where the user of the gaming communication device isplaying blackjack from an authorized area outside the casino gamingarea, the Push to Trade feature would enable the user to participateaudibly in the blackjack game actually taking place within the casinogaming area. The Push to Talk technology would allow the user toimmediately and virtually “sit down” at an actual blackjack tablewithout the delay caused by the conventional setup and tear down processof certain traditional telecommunication protocols. Also, once the useris participating in the game, the user can communicate orally with thedealer, or other players that are physically at the table, without thelatency issues of certain mobile telecommunication systems.

In at least one embodiment, the invention provides jurisdictionalcontrols, which limit gaming to approved geographical areas. Theinvention may also include an age/identity verification feature. Thiscan be accomplished through any applicable technique including retinascanning, finger print identification, voice print matching, or otherbiometrics. Identity verification can also be accomplished by having acustomer take a picture of himself (e.g., by use of a digital picturephone) and transmitting the picture to the gaming service provider forcomparison to a stored picture of the pre-approved user. Identityverification can also be accomplished by way of comparison ofparticipant provided data to stored data, and execution of electronicagreements or contracts by the participant. Identity verification canalso be accomplished by monitoring a keystroke characteristic (e.g.,rhythm, patterns, or cadence) of the user, or any other method in whicha parameter uniquely associated with the user can be observed. Theinvention may also provide for the logging of keystrokes. In at leastone embodiment, all communications are accomplished without accessingthe Internet.

Mobile, remote gaming may be desirable for many reasons, some of whichhave already been described. The invention may allow supplementation ofexisting in-house gaming revenue by allowing bettors to place bets whileenjoying other leisure activities such as golf, swimming, dining andshows. The invention may complement the new coinless wageringenvironment as bettors can play their favorite games outside the casino.The invention provides a high-speed, reliable, accurate, and securemobile gaming environment that complies with regulatory requirements foridentification and location verification of the bettor with the abilityto generate key stroke logs. The invention may restrict unauthorizedusage from a geographic perspective and is capable of implementationusing location verification technology (e.g., geo-fencing) to conformthe gaming activities to legal parameters.

Consumers may benefit from an increased choice of gaming environments.Consumers will be able to bet in whatever surroundings they prefer,benefiting from the knowledge that the product is regulated, fair andsecure while enjoying the gaming experience at the speed they choosewithout external influences, such as that which might occur within thein-house casino environment. The gaming businesses can use the inventionto increase their revenue base through a new, regulated, mobile, remotechannel. Customers wanting to be entertained during downtime or outsidea casino will be able to play games on their gaming communication deviceand customers intimidated by a traditional casino environment will beable to play in private. The gaming jurisdictions may benefit from anincrease in gaming an ancillary revenue growth because customers willhave a more enjoyable experience.

The invention may also be used to deliver content at an increased speedcompared to traditional telecommunications systems. The content mayinclude, for example, live reports, entertainment, news, promotions andadvertising.

As mentioned, the invention provides a mobile gaming environment thatcomplies with regulatory requirements for identification and locationverification of the bettor. Moreover, the system is designed to be onehundred percent “clean” from a regulatory perspective. The software isclean in that it has not been and will not be licensed to anyone whodoes business illegally or otherwise operates in a “gray” area. Forexample, in a preferred embodiment, the software is not licensed to anentity that will illegally operate the software, or otherwise illegallydo business on, the Internet. This may be desirable in that certaingaming jurisdictions will not grant gaming permits or licenses tocompanies that do business with, or license technology to or from, otherentities known to be engaging in illegal operations.

Preferably, the system is designed such that the gaming software (orother application software operating on the system) is also one hundredpercent clean from a regulatory perspective. For instance, beforegranting a license, a gaming jurisdiction may require that the softwarebeing used is not tainted in that it has not been used by the licenseapplicant in violation of any laws and has not been licensed orotherwise distributed or disseminated to others who have used thesoftware for illegal purposes, or who have been engaging in illegalactivity. Therefore, it is preferred that the gaming software be cleanand untainted from this perspective.

The systems and methods described herein may also be used to deliverand/or access “Rich Media” content such as, for example, sports video(live or nearly live) and audio commentary. Such may often only bedistributed within specific jurisdictions. Therefore, the distributionmay benefit from the inventive aspects discussed herein, particularlythe location verification aspect, such as geofencing.

The gaming system and methods described herein may permit, among otherthings, pari-mutuel wagering, sports betting, and dissemination of newsand other content. The invention also enables a casino or other gamingprovider to advertise ancillary services such as shows, bars, andrestaurants. The invention also enables remote reservations andpurchases in connection with such services.

According to an embodiment of the invention, the gaming system providesfor the dissemination of real-time odds to users accessing the system.

In another embodiment, an outcome in one transaction can trigger thepresentation to the user of options for a second transaction. Forexample, if a user wins a predetermined amount of money playingblackjack, the user might be presented with an option to purchase retailitems at a casino store or to make reservations for certain services ata club. As another example, if a user uses the system to purchase showtickets, the user might be offered to make reservations at one ofseveral restaurants within a certain proximity to the show.

Although this disclosure has been described in terms of certainembodiments and generally associated methods, alterations andpermutations of these embodiments and methods will be apparent to thoseskilled in the art. Accordingly, the above description of exampleembodiments does not define or constrain this disclosure. Other changes,substitutions, and alterations are also possible without departing fromthe spirit and scope of this disclosure.

1. A method comprising: for each of a plurality of locations covered bya communications network, calculating, by a computing device, arespective set of signal characteristics that describe signals between acalibration device at the location and a set of signal detection devicesof the communication network; determining, by the computing device, afirst location of a mobile device by comparing the calculated sets ofsignal characteristics with a first set of signal characteristicsmeasured between the signal detection devices and the mobile device;based on the first location, enabling, by the computing device, a set ofwagering activities through the mobile device that are allowed at thefirst location if any are allowed at the first location; calculating, bythe computing device, a cumulative amount of time that a user of themobile device engages in a wagering activity from a plurality oflocations; and preventing, by the computing device, the cumulativeamount of time from exceeding a threshold amount of time.
 2. The methodof claim 1, in which the first set of signal characteristics includesstrengths of a plurality of signals between the mobile device and thesignal detection devices.
 3. The method of claim 1, in which at leastone of the signal detection devices includes at least one of a wirelessaccess point, a wireless router, a wireless base station, and asatellite.
 4. The method of claim 1, in which the first set of signalcharacteristics includes transmission times of a plurality of signalsbetween the mobile device and the signal detection devices.
 5. Themethod of claim 1, in which determining the first location includesdetermining that the first location is in a first region of a propertythat is covered by the communications network and includes multipleregions that are covered by the communications network.
 6. The method ofclaim 5, comprising: suggesting a course adjustment to a user of themobile device in response to determining that the mobile device hasmoved from the first region.
 7. The method of claim 5, in which each ofthe plurality of regions is associated with at least one allowedactivity; and in which enabling the set includes allowing the setassociated with the first region.
 8. The method of claim 1, in which thewagering activity comprises gambling.
 9. The method of claim 1, in whichthe first region is divided into a plurality of areas, and in whichcalculating each set of signal characteristics for each location of theplurality of locations includes calculating one set of signalcharacteristics for each of the plurality of areas.
 10. The method ofclaim 9, in which determining the first location includes determiningthe area of the plurality of areas in which the mobile device is locatedby comparing the first set of signal characteristics to the set ofsignal characteristics.
 11. The method of claim 1, comprising: allowing,in response to determining the first location, at least one of a makingof a reservation, a purchasing of merchandise, a purchasing of aservice, a purchasing of food, a purchasing of a beverage, a purchasingof a ticket to an entertainment event, and a purchasing oftransportation.
 12. The method of claim 1, further comprising measuringeach of the respective sets of signal characteristics before determiningthe first location.
 13. The method of claim 1, in which the calibrationdevice includes a second mobile device.
 14. The method of claim 1, inwhich the calibration device is distinct from the mobile device.
 15. Themethod of claim 1, in which each set of signal characteristics iscalculated before the mobile device is allowed to use the communicationsnetwork to place a wager.
 16. The method of claim 1, in whichdetermining the first location includes matching the first set of signalcharacteristics with a calculated set of signal characteristics thatcorresponds to the first location.
 17. The method of claim 1, in whicheach signal detection device includes a respective access point to thecommunications network through which the mobile device may access thecommunications network.
 18. The method of claim 1, in which computingdevice and the mobile device and the calibration device are distinct.19. The method of claim 1, in which the plurality of locations arelocated within a casino complex spanned by the communications network.20. The method of claim 1 comprising: disabling the set of wageringactivities in response to a period of non-use of the gamingcommunication device.
 21. The method of claim 1, in which preventing thecumulative amount of time from exceeding the threshold amount of timeincludes disabling the set of wagering activities in response to thecumulative amount reaching the threshold amount.
 22. The method of claim1, in which the cumulative amount of time includes a time for a singlegaming session.
 23. The method of claim 1 comprising: determining thatthe mobile device is in another location where the set of wageringactivity is not permitted; and allowing the set of wagering activity inthe other location for only up to a maximum amount of time.
 24. Themethod of claim 1, comprising determining the set of wagering activitiesincludes determining a time of day and determining that there is norestriction on the set of wagering activities taking place at the timeof day.
 25. The method of claim 24, comprising, at another time of day,preventing the set of wagering activities through the mobile device atthe first location.
 26. An apparatus comprising: a computing device; anda non-transitory medium having stored thereon a plurality ofinstructions that when executed by the computing device, causes theapparatus to: for each of a plurality of locations covered by acommunications network, calculate a respective set of signalcharacteristics that describe signals between a calibration device atthe location and a set of signal detection devices of the communicationnetwork; determine a first location of a mobile device by comparing thecalculated sets of signal characteristics with a first set of signalcharacteristics measured between the signal detection devices and themobile device; based on the first location, enable a set of wageringactivities through the mobile device that are allowed at the firstlocation if any are allowed at the first location; calculate acumulative amount of time that a user of the mobile device engages in awagering activity from a plurality of locations; and prevent thecumulative amount of time from exceeding a threshold amount of time.